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Post Info TOPIC: UT4: Lost to Memory (DM Alpha available)


Connoisseur of Bourbon!

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UT4: Lost to Memory (DM Alpha available)
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Here's some screenies of a low grav map, for the new UT, that I've started working on!

Original image:

Original URL for the image:  http://ellixus.deviantart.com/art/Lost-to-memory-409016614

Details:
The map will be heavily BSP based(mainly due to the fact I have zero modelling skillz).
Map navigation will be using a combination of low grav jumps and teleporters to get players around the arena. (maybe jump pads as well)
Player count probably for 2-4 players!
I'd like to keep the lighting as per the original image...keeping my standard of strong coloured lighting!
Background buildings will stay as background and the ruined platforms will make up the arena itself, although they will be laid out differently to accommodate gameplay!

Current WIP:

Download link for Deathmatch Alpha here:  https://www.dropbox.com/s/pszingatkqktqbp/DM-Lost_to_Memory%20Alpha.rar?dl=0 

 

 

 

Older DM version:





-- Edited by Lord_PorkSword on Wednesday 21st of June 2017 01:00:33 PM



-- Edited by Lord_PorkSword on Thursday 13th of July 2017 03:04:09 PM



-- Edited by Lord_PorkSword on Thursday 13th of July 2017 03:09:00 PM



-- Edited by Lord_PorkSword on Thursday 13th of July 2017 03:10:01 PM

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Unreal Old Friend

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That's my kinda sky.
i still have no idea how to even get started lol

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...ǝp¡s ɹǝɥʇo ǝɥʇ uo

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very nice mate....even shining on untextured stuff ...the lighting looks so powerfull in the new engine +.+

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Connoisseur of Bourbon!

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hmmm, very weird. I had a thread over at the Unreal forums on this and it's now been deleted...  cry



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There was a forum reset, roughly 6 hours ago (good thing they're making backups regularily). I guess someone tried to mess with the Unreal Engine forums or maybe something went wrong during a software update, I don't know exactly.
But 6 hours ago, the last 22 hours of activity were lost, posts and threads that were hosted in that time were gone.

Now it is back up and running fine though.

 

Nice architecture by the way!
Well, now that BSP seems to be fixed, I guess you can go nuts with BSP! Not sure how it influences the performance nowadays, but good luck with your project, I'm looking forward to the end result!



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Connoisseur of Bourbon!

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errr um, I wouldn't say BSP is entirely fixed. You still get holes if you bend the blocks in strange directions...but it's more flexible than the previous engine.

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...ǝp¡s ɹǝɥʇo ǝɥʇ uo

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BSP is like king kong.... noone can chain him

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Where is the "Take my money!" button?! Damn this looks so cool! Having such a environment in the new UT game, this is gonna be awesome as hell and I'm really looking forward to this. Despite that, this picture reminds me of the swimming islands level from Tomb Raider 2 and I really liked this level, just because it was a unique design, compared to the other levels, and it looked fabulous. Keep up the good work! Can't wait to see more of this! :)

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VaLkyR_Anubis wrote:

Where is the "Take my money!" button?!....


 ROFL...  try to map on UE4 and for sure you ll find it wink



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Bl!tz wrote:
VaLkyR_Anubis wrote:

Where is the "Take my money!" button?!....


 ROFL...  try to map on UE4 and for sure you ll find it wink


 Shoot try to just join the forums over there and make a post and you'll find it. wink



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Haven't had much time on this but here's a small update!

 

Lost_nu_zpsf8d54452.jpg

 



-- Edited by Lord_PorkSword on Saturday 19th of July 2014 06:23:15 AM

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Connoisseur of Bourbon!

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I noticed some usable meshes in the newest builds of UT!




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Holy..! That looks great already, it has an own style and doesn't look like it has reused meshes at all, keep going LPS! Get this in the game!



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Padum Tsh!

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Damn, great to see you still on it LPS.

This looks really nice. Is this an original port from the UT3 BSP? It seems too complex to be a port from UT3 BSP.
I believe I just dejavud that I already asked this.. but haha my brain is getting older.. :D

I will follow this more actively. Keep up the great work LPS.
Good to see you are all doing okay btw :)

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Connoisseur of Bourbon!

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Restarted from scratch a few nights back as some static meshes are available in the UT editor, fortunately these are castle themed meshes which is what I was after.

Most of what you see in the latest screenshot is mesh based with only the platform floors being BSP.

I know Epic are going for simplistic, clean visuals with the new UT, but I'm going to keep doing what I enjoy. I may not even make this low grav anymore. My WIP space map has taught me that the bots in the new UT are too skilled in low grav environments where they can pick you off quite easily when sailing through the air.
Here's an updated pic with the last platform I worked on(same one as on the UoF Facebook page):



-- Edited by Lord_PorkSword on Monday 5th of October 2015 11:27:53 AM

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Unreal Old Friend

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Epic's style isn't that visually überclean either. So don't worry. So far your work looks very clean!
Oh and those arches look like 3D models of the arches that could be seen in Unreal and UT99 maps, e.g. like those in DM-Agony! Awesome! Are they self-assembled with an arch and brick mesh or are those stock assets provided by Epic!? :O

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this "mono-color" stlyle is very nice...it fits like a glove to the space theme & to the stars lights.....good job so far

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Updated pics:





-- Edited by Lord_PorkSword on Tuesday 6th of October 2015 03:29:02 PM

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Unreal Old Friend

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ive just dl the new ut4,,have not played yet but used to make maps for 2004. Is there a new tool kit for the new ut4 or what are you using?

map looks awesome



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Connoisseur of Bourbon!

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The current version of the UT editor has a bunch of assets in it which can be used. Everything in the pics above is stock assets from the editor.

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Here's a pic of pretty much all the platforms. Maybe one or two more will be built. Once these last ones are done I can work on the actual level layout to see how it works.



-- Edited by Lord_PorkSword on Wednesday 7th of October 2015 04:20:16 PM

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...ǝp¡s ɹǝɥʇo ǝɥʇ uo

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harmony everywhere.....nice job....really

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Layout is done!
Map is setup for normal grav!

It still needs some tweaks(mainly extra cover here and there) but apart from that it seems to flow well. I need to add two teleporters in and link them too.
Bots are bastards as expected in an open map!

Here's a bunch of extra 'UoF visitors only' pics showing the layout:








View from the Flak platform:



-- Edited by Lord_PorkSword on Thursday 8th of October 2015 03:36:58 PM

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Connoisseur of Bourbon!

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Quick vid:


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As I mention on UT4 forum. I really dig the update m8 :D

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...ǝp¡s ɹǝɥʇo ǝɥʇ uo

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nice video....and what a map !

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Alpha build here: www.mediafire.com/download/3jl62tsip8di74u/DM-LosttoMemory-Alpha001-WindowsNoEditor.pak
I also did the upload to UTstore option as well!

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Connoisseur of Bourbon!

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As per the Epic forums.  I've reconfigured this map for the new CTF variants.

Map is already quite playable but needs tweaks for paths I haven't quite cleared yet.  After that I should have a good idea on how the bots flow. (they already work well but I want to open the extra paths) 

Background will be based on some work I was doing for a VR concept.  My usual style of floating rocks in mist...similar to my Amytis map. wink

Here's 3 screenies for visiting folks! smile





-- Edited by Lord_PorkSword on Friday 2nd of June 2017 03:44:18 PM

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Connoisseur of Bourbon!

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A quick pic of what the background may look like:



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good start , and this greeny & foggy athmo reminds me seriously tokara forest, this kind of map architechture should fit in nicely



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calculating Pi by hand

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Since you've been doing some modeling lately, do you plan to create new meshes for this map?
I think some variations of these stone blocks (broken off edges, broken apart, etc) would really give it a nice touch.



-- Edited by mAlkAv!An on Friday 2nd of June 2017 11:14:17 PM

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I want to create some models at some point...but I know it'll take quite a bit of time.
I gotta learn how to UV first though. During my course last year I got the instructor to give us a crash course in it, so I have an understanding of the process plus a video, filmed during that lesson, on it.
The instructor also done a demo on creating game assets using Maya and zbrush which was cool. Class zbrush as another piece of software I'd love to learn.
I'd also use zbrush to help with creating some good UV maps.

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calculating Pi by hand

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Thats nice. Make sure to post some screenies of your progress when you start with the models.
UV mapping is very important, espacially for games. Many people hate to do it though :) (i like it a lot actually)

You might just start by exporting some meshes from ue4 and then modify those in maya.

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Connoisseur of Bourbon!

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Cheers for the advice Malk!

I've now settled on a layout which seems to play well with bots! They can beat my team now!
Before I release an alpha I'll fix the following:
Add walls over the white cubes (stock assets for now)
Fix floor blocking
Add side walls along walkways (to stop accidental dbl taps off the edge)

Star backdrop is placeholder for now!

Red Base end:

LostRed_zpsgu28wag6.jpg


Blue base end:
LostBlue_zpshgcmwf1r.jpg


Layout:

LostLayout_zpsrw0anel9.jpg



-- Edited by Lord_PorkSword on Wednesday 7th of June 2017 01:23:34 PM

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After a few more playtests that final layout shown above didn't quite work.

After a few hours I made some changes...

LostNu1_zpsszb5jiyz.jpg

LostNu2_zpsk4xdlmzh.jpg

 



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I hid the fog and lightened it up somewhat so you can see it a bit better!  confuse

Lost14_zps0m3obpn8.jpg

Lost12_zpspf7nmag6.jpg

Lost13_zpsr5bklniw.jpg

Lost15_zpswyc3ccab.jpg

Lost17_zpsxo3rgx6d.jpg

Lost16_zpsenyhz9fr.jpg



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Working on some atmosphere! wink

 Lost18_zps1hcjtnaf.jpg

 



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UoF visitors can grab the Blitz & Siege gametype Alpha (shown in above video) here:  https://www.dropbox.com/s/dwivsirqkysqtdi/LostToMemoryAlpha.rar?dl=0

Remember to read the readme file for info! ;)

Feedback welcome! biggrin



-- Edited by Lord_PorkSword on Saturday 17th of June 2017 05:15:03 PM

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calculating Pi by hand

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Nice work on that map mate. It plays nicely and has a good size (from the screens I thought it's way smaller).


Here's some feedback

- although I like the green fog I think it's too much of it. I had some issues to locate enemies and to get an idea of the map layout during the first games.
As of now the whole map looks the same. I really feel like it needs some visual clarity to lead the player, some different colored lights or team meshes (blue/red flags something like that)

- starting boxes need some adjustments.
For the attacking team both doors won't open at the same time, also the distance to the flag isn't the same for both starting points. If you're unlucky you have little chance to grab the flag.
For the defending team there's one starting box from which you can see a large part of the map. Basically you can shoot enemies far away without leaving the starting area, which means you're also protected by that door shield.

- I had a few games and they usually ended as a 3star +60 top score. I think this is an issue with both the current bots but also map layout. Certain paths lets you get to the enemy base too easily and too quickly.

- It would be nice to have some additional weapon pickups at the starting area. No sniper obviously but maybe shock rifle/rocket launcher, flak cannon. I also think the shock rifle is a bit overpowered on this particular map.



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Connoisseur of Bourbon!

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Cheers for the feedback Malk!
I already have some plans for a couple of changes and will make some more as per your feedback. (probably except the fog though...I wanted it that thick! wink )



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calculating Pi by hand

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Looking forward to a new version that is working with the latest UT build.
There has been some changes for the Blitz mode again.

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Connoisseur of Bourbon!

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I'll make some changes to the map over the next few days then will re-cook and upload it so you can have a run around in it.

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Connoisseur of Bourbon!

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I've decided to lengthen out the arena for Blitz...which may take some time...due to a shortage of free time...

Therefore I'll release a DM version based on the current map so you can all still run around the map in this latest version of UT.  I'll post a download link in the next day or two. biggrin

In addition to that I've enrolled in a Udemy online course for zbrush and will try my hand with Maya and zbrush to create some of the rocks needed for the background. aww



-- Edited by Lord_PorkSword on Tuesday 11th of July 2017 03:16:19 PM

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...ǝp¡s ɹǝɥʇo ǝɥʇ uo

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héhé...glad to hear about a DM version, classics are classics !

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Connoisseur of Bourbon!

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As promised here's a DM version to play around with whilst I take some more time with the Blitz variant! Cooked using the latest version of UT available (13th July)
Dropbox 

Quick notes:
This version is purely just a quick conversion to DM.
No real thought on proper pickup locations.
Coloured lighting is just in to highlight different areas.
Some ambient sounds now finally.

Recommended 8-10 players. 12 for chaos!



-- Edited by Lord_PorkSword on Thursday 13th of July 2017 03:08:23 PM

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...ǝp¡s ɹǝɥʇo ǝɥʇ uo

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thanks my lord, D/Ling it,....i bet i ll have to update my UT4

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Hey LPS those screenshots look amazing. Really top work! You've put so much work into this mate, I commend you.

Sadly my internet situation is too limited to delve into UT4 but not for lack of want.

All the best with this, I'll have to be content just admiring your progress with screenshots.

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i played a couple of DM on it and it s very fun, layout werdly remind me a lot tokara forest with very large map in all 3 axes
jumppads are fun to use even if one of them send you directly between two rocks :-p i especially like the one that send you on another one, very fast moove !
the jumpbots are fun to use but theres no collision with the rocks u used as "ceiling"...so u enter the rocks
all is visually very pleasant to watch, and the density of the fog fiting to each level is a top idea.....but....i had the feeling that it was really easier to stay at the upper levels, it s sort of conpensed because there, ways are smaller and it s easier to fall
i know it s an alpha, but i found the stone stairways very repetitive visually, perhaps can u play with them to break the alignement of all stairs
nice job mate, thanks for sharing
... btw as soon as the game started it was an evidence to be on a LPS map....your style is....unique



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